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Nature Simulation

Unreal Project\Development Build\FirstSandbox\Content\Maps\Wings\Nature_Simulation.umap

Change log
- Version 0.1
The layout of all puzzles completed and all the puzzles have been connected to each other.
Level document made and all chapters updated.
-Version 0.1.1
Added chapter for additional mechanics and a table of contents to the level document.
Added puzzle look and feel
-Version 0.2
Started working on adding more environmental props in puzzles 1 and 2.

Contents
Change log............................................................................................................................................... 1
Wing description ..................................................................................................................................... 3
Flora .................................................................................................................................................... 4
Oxygen plants.................................................................................................................................. 4
Tropical plants ................................................................................................................................. 4
Venus fly trap plant ......................................................................................................................... 4
Fauna................................................................................................................................................... 5
Snails ............................................................................................................................................... 5
Bees ................................................................................................................................................. 5
Puzzle look and feel ............................................................................................................................ 6
Puzzle 1 ........................................................................................................................................... 6
Puzzle 2 ........................................................................................................................................... 7
Puzzle 3 ......................................................................................................................................... 10
Puzzle 4 ......................................................................................................................................... 11
Hero object ................................................................................................................................... 13
Walkthrough ......................................................................................................................................... 13
Puzzle 1 ............................................................................................................................................. 13
Puzzle 2 ............................................................................................................................................. 14
Puzzle 3 ............................................................................................................................................. 15
Puzzle 4 ............................................................................................................................................. 18
Hero object ........................................................................................................................................... 20
Additional mechanics ............................................................................................................................ 20
Puzzle 1: ............................................................................................................................................ 20
Puzzle 2: ............................................................................................................................................ 21
Puzzle 3: ............................................................................................................................................ 22
Puzzle 4: ............................................................................................................................................ 23
Hidden pathways .................................................................................................................................. 24
Collectables ........................................................................................................................................... 24
1 ........................................................................................................................................................ 25
2 ........................................................................................................................................................ 25
3 ........................................................................................................................................................ 25
Feedback ............................................................................................................................................... 26

Wing description
The nature simulation room is used to test and observe earth's flora and fauna. The nature
simulation room is a well lit room with large windows to other rooms with plants. The room has
many curves to simulate nature. Besides having large windows the room is lit with white/yellow
fluorescent tubes and UV lamps.
The wings is divided in two sections, the first one is where most
of the testing happens and the other is used to recreate earth's
environment.
Across the walls and ceiling run many pipes to regulate the flow
of oxygen, carbon dioxide and water. These pipes are all
regulated automatic and are still working, as they are crucial for
the plants to survive.

However one of the carbon dioxide pipes has been


destroyed by a root growing through it, causing it
to leak in the air. As a result the plants got more
carbon dioxide than usual and some plants(mainly
the hero object) have grown out of proportion.
Plants are mostly likely to respond to an excess of
carbon dioxide by growing larger, larger roots and
bigger leaves, to collect more oxygen.

Flora
Oxygen plants
Some plants are used to extract and capture oxygen. These
plants are placed on greenhouse planter, placing them
slightly above ground level, the player should still be able to
see over them. Big extractors above the planter suck up the
oxygen. Water is distributed by using a drip irrigation
system, that runs across all table from a main water tank.
Dead plants are kept in the ground to supply nutrition to the
other plants.

Tropical plants
Other plants are used to recreate earth's environment and are simulate a tropical environment with
waterfalls. They are not used for experiments but are crucial to keep to oxygen levels in the air high
enough for the other plants. This area feels natural with natural shapes and round edges.

Venus fly trap plant


The venus flytrap is the hero object of the nature
simulation room. A large Venus flytrap with 3 leaves
that tries to eat the player when he walks in them.
The player has to solve all 3 puzzles to electrify the
plant and kill it. The plant is located on an island
that connects all puzzles, the player has to walk past
it every time moving from area to another area.
Once a puzzle is completed it will electrify the plant
and close one leaf, when all leaves are closed a new
path appears where the player can connect the last power line to finish the wing. The closed leaves
also form a path for the player to jump on, this leads to a collectable.

Fauna
Snails
Snails are kept in cages as they were made larger than they appear on
earth. The snails are unintelligent robots that bump into their cages and
make simplistic sounds. Some are roaming the area and behave in a
patrolling manner, walking back and forth or walking in squares. They
leave a trail behind that is dangerous to the player.
The cages are small boxes with a door in the front, the door has openings
to let air flow through. The cages are placed next and stacked on top of
each other.

Bees
The bees are not kept in cages and fly around freely. They fly in groups of 5-10 bees, most bees are
small but 1 bee in each group is bigger and attacks the player. They fly around and go from plant to
plant, however if they spot anything else they act violent and attack them with their lasers.

Puzzle look and feel


Puzzle 1
Puzzle 1 is right around the corner of the entrance of the wing, the entrance of the wing has pipes
running on the walls, ventilation shafts on the, relatively low ceiling. When the player looks ahead
they can see 2 rooms, the first room they see is the left room.

AI room (black), Plant experiments room (red)


This is the snail AI room(black), in this room the snails were being tested, repaired and researched.
Some snail still walk around the room, others lay in pieces on the ground. Cages with and without
snail in them are placed on the walls of the room, the snails are usually kept in cages, this helps the
enhance the sense of danger towards the snails. The snail AI room has a lot of ventilation for the
toxic snail trail they leave behind, the trail is slowly being sucked up, this helps the player
understand that the trail is hazardous.
The room on the right is a room where experiments are being done on plants(red). Large planters fill
the room with small plants in them, above the planters hang extractors. The planter are not high,
the player should be able to look over them and remain an overview, these planters are later used in
puzzles. The extractors are used to suck up the oxygen the plants produce, inside of the extractors
there are UV lights, they are vital for plants to grow. This room also contains a collectable, some
walking space is required.
After the player turns right they can see the first puzzle. The first puzzle is built up out of cages with
snails in them, being simple AI's, some snails try to walk back and forward, bumping their heads into
the glass doors of the cages. One AI broke out of his cage, and is now walking back and forward
away and to its cage, the snail does cannot go back into the cage. The cage the snail broke out is
open on the other side too, this is used as a secret path to get a collectable in the plant experiment
room.

Snail AI cages.

After the player destroys the AI, the player can jump on the cages and find a path into the water
storage room. This room has a high ceiling as it pumps the water around the entire wing and also up
to the waterfall. In this room there are many pipes on the walls connected several storage tanks. The
room is pretty bare other than the storage tank and pipes, it is not meant as a room to frequently
visit, both for the player and the aliens.

Water tanks and pipes in the water storage room.

Water storage room in blue.

When exiting the water storage room, the player enters a more natural island, on the small island
the tiles disappear into the sand, not many plants are on the island to prevent the overview from
being blocked, only a (few) palm tree(s) can be found on this small island. A river flows rapidly
around the island.

Puzzle 2
The second puzzle is located in the "experiments" side of the wing, although not as much as the first
puzzle, the player can still find plants that are being experimented on, CO2 tanks and AI tests.
The player enters the island of the second puzzle from the center island, puzzle 2 island's floor is
mostly tiles/ floor slabs with residue of sand where the aliens have been. The walls are relatively
clean with few pipes of the walls. The ceiling in this part of the wing is high, this connects well with
the large windows on the end and provides for one of the lightest areas of the wing.
On entering the player is surrounded by the same large planters (black) from the first puzzle and
glass displays with plants in them. On the right the player sees large CO2 tanks (orange) with pipes
going up to the pipe system on the walls. Left from entering is a greenhouse (green) which houses
different plants as a large display.

The player's view upon entering the island of puzzle 2.


On the island are mostly large rectangular planters, including puzzle 2, and glass displays.
On the end of the island there are large windows that let light shine through, the player can however
not see through the windows, these windows reach all the way up to the ceiling.

Large windows at the end of the island (black).


Bridges over the river (red).
Close to the large windows at the end of the wing a bridge is found on the left, this bridge lets the
player look back to the first puzzle and the two connecting rooms, they can also see the collectable
in the plants experiments room. The bridge has railings on all sides to prevent the player from falling
off.

The second part of puzzle 2 has a glass walkway (blue)


that leads the player around the puzzle. In the center
the player finds the same planters (black) as before, the center should be clean as a snail walks
around the planters. On the outside of the walkway (red) are low plants and flying robots that fly
from plant to plant/ patrolling the area, here the flying robots are being tested how they interact
with plants and flowers.

Second part of puzzle 2.


The room that leads to the glass walkway(black in the images below), houses the power source or
generator(yellow) and an extension(grey) for the door to disappear in. This room is a transition area
from the experiments with plants to the experiments with the robots.

Transition room with the generator.

Puzzle 3
The entrance of the third puzzle is connected to the hero object island and is very much in the same
style of the hero object island. The water fall is covered in hanging plants and on the sides of the
waterfall plants are growing.

Image 1

Image 2

After the waterfall the player comes in a rocky cave, water is dripping from the walls and some
vegetation is present (image 2).
In the images below is shown what the player finds after the waterfall, in brown is the rocky path the
player follows, a blue river running underneath and a green area that represents part of a jungle
environment.

Example of how the green area could look. There is still enough for the player to walk around but the
area is mostly filled with plants.
The last area of the third puzzle is a secret area of the base, it is hard to find and well hidden by the
waterfall. This hidden area is used to test the crystals and how they interact with the plants and
flowers of earth. The floor is made up of normal, dirty tiles and the ceiling is relatively low, the wall
are also a bit moist of the waterfall, the humidity is high in this area, despite the ventilation.

The purple area is the room where experiments with crystals are being done, the player can look in
this room but not enter.

Puzzle 4
Puzzle 4 is a connecting path from one wing to another and acts as a secondary entrance. The path is
straight and clean and has a high ceiling with windows placed high in the walls.
The walls are covered with a wide variety of different flowers and plants (black), the centre piece is a
big tree supported by a circle structure (green).
The centre circle has 2 floors, with on
the second also many plants on display.

The second part of this connecting path are the connecting walls, these walls were build to fit the
wings together and have less plants on display, pipes are visible in the area running along the walls.
The ceiling, compared the centre circle is lower and has sprinklers installed, these are used in the
puzzle. Although there are less plants on display, there are still some plants on the second floor on
balconies (orange).

In the second floor part of this puzzle the player walks around the hero object island to find a hidden
pathway.
Since this pathway is connected to the hero
object it is in the same style as the island. This
pathway is a rocky pathway with a wall of
plants on one side and a view over the level
on the other. There are railings in the form of
rocks on the pathway.
The red square is the goal for the player, the
AI has to be dropped in a gap here. Here are
large trees that only the top of the trees can
be seen, this indicates that the gap is very
deep and the AI is destroyed. The walls are
more towards the clean side of the lower pathways than the rocky path the player took before, the
transition is as if the player enters a new room, or an employee exit.

Hero object
The hero object is the centre piece of the wing, the island is a tropical island with dense foliage.

On the middle of the island is the venus fly trap


plant, this plant is bigger and looks dangerous, it
tries to eat the player. The foliage paths the player
to the plant, the player cannot walk around the
plant.

Walkthrough
The nature simulation room has 4 puzzles and 1 hero object. The puzzles
can be completed in any order in the level, in this document they are
numbers the same as in the Unreal world outliner.

Puzzle 1
The player is faced by a robot that is walking in a straight line.
Unable the cross because the robot is leaving a snail trail that cannot be
crossed, the player has to use the environment to destroy the robot.
Water is dripping from a broken pipe on the left and a normal block is blocking the pipe. When the
normal blocks is removed, water will spill out of the pipe for a small time. This destroys the robot
and when the water stops the player can cross.

The player can now walk past the robot, however the player is now blocked by 2 lasers that cannot
be crossed. 2 half blocks are found next to the lasers, the player uses 1 of the half blocks to create a
stairs to climb on the cages on the right side. At the top of the cages the player can crouch and enter
the other room where the player can walk around the laser.

The path the player takes to climb the cages.

The player walks around the lasers(blue).

Puzzle 2
The player encounters 2 snail robots walking in between planter, the player cannot walk past these
robots as they leave a trail that cannot be passed.
By using the normal block in the middle the player can
block the robots from walking all the way across. If the
robot is blocked the snail trail he leaves behind will not
be refreshed and go away after a short while. The player
can then cross the first robot. Standing between the
robots the player can use the other normal block to block
the second robot and wait for the snail trail to disappear.

In the second part of puzzle 2 the player must complete


the wire circuit by destroying an EMP robot that cancels the electric circuit.

The initial path the AI walks.

The goal to destroy the AI.

The player can move the robot's path by changing the blocks and create or block paths. By standing
on the pressure plates blocks will come out of the ground that block the robot. Stepping on the
pressure plate again the block will disappear in the
ground again.
After the robot has been destroyed the door at the
front will open and the player can connect the
wireblock with the wireslot to complete the second
puzzle.

Puzzle 3
The player is faced by a waterfall that the player cannot pass at first sight. However, an elevator
underneath the waterfall can help create a path.

A waterfall is blocking the path.

The waterfall has moved and created


a new path (left and right).

Top view of the waterfall, the water falls in the first gap,
blocking the player. When the elevator is up (oval) the water
flows over the elevator and falls over the second edge.

Now the player can walk left and right of the elevator. The player must activate a laser on the left
side to use later in the puzzle.

In the picture above 2 flying robots are patrolling the area on both sides (red). The player can avoid
the robots by walking past them at the right time, the robots are not flying fast.
The wireblock (black) goes into the wireslot (grey) to complete the laser (blue), the laser will kill the
flying robots.
Now the laser is activated the player can lower the elevator again, and continue with the second
part of the puzzle (green arrow). Lowering the elevator will move the water again.

The player uses the mirror with the laser to open the door and get the wireblock out of the room.
The wireblock goes into the wireslot so the door will stay open and the mirrors can be removed. The
player can now activate the final laser receiver but it is block by EMP robots, the player must destroy
them first with the laser and mirrors, then the player can complete the puzzle by shooting the laser
through the glass to the receiver.

The mirrors in place to open the door


and get the wireblock.

Placement of the lasers to complete the puzzle.

The EMP robots being killed by the laser.

Puzzle 4
In the fourth puzzle the player is faced by a flying robot (red) that can be seen in the picture below.
The player cannot cross the flying robot and has to find a way to destroy it. The normal block (black),
can be dropped on the flying robot to destroy it.

The flying robot blocking the path.

The route the player has to take to get to


the normal block above the flying robot.

When the player has arrived on the second floor, the player has to destroy a snail robot with the use
of 2 normal blocks.

The pattern the robot walks.

The places of the normal blocks to destroy


the robot.

When the player has placed the normal blocks on the right place, the player has to stand on the
pressure plate (PP). A fence will open that allows the robot to walk off the edge and be destroyed.
The player can then continue, walking past the destroyed flying robot.

On the second part the player has to avoid patrolling flying robots and time the movement right.
By moving under the platforms the player cannot be seen by the flying robots and can move from
the first to the second platform. Under the second platform the player shoots the elevator to create
a new platform, where the player can safely stay and enter the room.

The way the player moves from platform to platform shown in black.
When the player is under the elevator (black in the image below), the player connects a wire circuit
that activates the red button across the elevator. By shooting the button a sprinkler system will
activate for a second, killing the flying robots above the player.

After the robots are destroyed the player can lower the elevator, get on top of and go up to connect
the final wire circuit and complete the fourth puzzle.

Hero object
The hero object in the Nature simulation wing is a large Venus flytrap plant. The plant is located on
the center island that connects all puzzles. The player has to cross this island every time moving from
1 puzzle to another.

Location of the hero object

Blocking the player's path

The leafs are hanging out from the plant, blocking the player's path. The player can destroy the leafs
by completing a puzzle, each of the puzzles destroys one leaf. The center leaf can simply be passed
by walking through it, the leaf will close but it is too slow if the player continuously walks. The leaf
on the right side is half closed, the player cannot cross the leaf. To pass this leaf the player shoots a
bullet in the leaf to close it and walk over the leaf. Lastly, the leaf on the left can also be avoided by
walking through it fast enough.
The leafs are destroyed by completing puzzles. The left leaf is destroyed by completing puzzle 4, the
center leaf by solving puzzle 2 and the third leaf can be destroyed by completing puzzle 3.

Additional mechanics
Puzzle 1:

Water is dripping down from a pipe, when the normal block is removed water pours out the pipe,
destroying the robot. The water stops coming from the pipe after the robot is destroyed (aprox.
1sec)

Puzzle 2:
AI that walks in a straight line. Like the normal AI, that
turns 90 degrees, this AI turns 180 every time it turns.
(Used 2 times)

A pressure plate with a connected block


Pressure plates, that if the player steps on a block
comes out of the ground, when the player steps
off the pressure plate the block goes back in the
ground. The pressure plate and block are placed
seperatly in the level. (3 pressure plates)
A door that opens when the robot is destroyed. (Used 2 times, once in puzzle 2 and once in puzzle 4,
with a fence)
The robot in the second puzzle is an EMP robot, the EMP robot walk similarly to the normal snail but
they do not leave a trail behind, however the EMP robots cause any electric object to stop working
in a radius around them. For example, EMP robots can block wire blocks. In this puzzle the radius is
big enough for the wire circuit to always be interrupted by the robot. (The EMP robot is used 3
times, once in the second puzzle and twice in the third puzzle. )

Puzzle 3:
Top view of the waterfall, the water falls in the first gap, blocking the player. When the elevator is up
(oval) the water flows over the elevator and falls over the second edge.

The third puzzle has 2 EMP robots, the EMP robots in this puzzle only walk in a straight line and have
a smaller radius. The EMP robot is described in the second puzzle.
In the third puzzle the player is required to shoot a laser through glass windows and destroy 2 EMP
robots, the laser also needs to work when it is shot through glass windows.

Puzzle 4:
A sprinkler system that simulates rain and drops water from the ceiling. The sprinklers are activated
when the red button is shot and stop after 2 seconds, this rain kills the 2 flying drones in the puzzle.

In the first part of the fourth puzzle the player encouters a flying robot(red in the image below) that
cannot be passed, this robot is stationary but it's laser moves quickly from side to side, making it
impossible for the player to pass.

In the same puzzle there are also flying


robots that do move and patrol between 2
points, they fly in a straight line from
point to point. Their laser also moves as if
it were scanning the floor.
When the player or another robot enters
the laser of a flying robot there is no
escape, the flying robot follows the player
for a short time with it laser before
shooting the laser and killing the target.

Hidden pathways
There are no hidden pathways the player has to use in the puzzles. Other hidden pathways and
areas that are used to find collectables are described in the collectables section.

Collectables
The nature simulation room has 3 collectables.

1: The first collectable is located next to first puzzle and can be seen through the windows, the
player has to find a way to get in the room. A secret passage way in the first puzzle allows the player
to get in the room and pick up the collectable.

2: The second collectable is located in the fourth puzzle, this collectable is high up but can be seen
easily. The challenge for the player is to find a creative way to get to the collectable. After the player
has destroyed the flying robots in the puzzle, the player can use the elevator to launch them self up,
much higher than usual and reach the platform.

3: The third collectable is a hidden collectable and is not easy to spot. The collectable is located in
the third puzzle, right of the elevator. It is covered by plants and bushes which make this collectable
hard to find. To reach the collectable the player simply has to jump a small gap, walk around some
plants and pick up the collectable.

Collectable 2

Collectable 3

Feedback
Place to give feedback for other that have played the level.
[Name]
[Version number]
[Feedback]
A possible reply or comment can be added to the feedback. Be sure to also include your name and
check if the version numbers are still the same.
Bob Devilee
V0.1
It would be nice to add some more information about level looks for each puzzle. Explain how you
want to use the theme in each puzzle.
Its nice that you already thought about pickups.
Overall its very readable and clear. Good work.
Bob Devilee
V0.2
Try to add vegetation to enhance the feeling of the nature wing.
Keep the glass displays, add fences instead of glass walls on the edges of the level.
The usage of different colored light is really nice.
Keep it up on the rest of the puzzles.

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